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#DnD5e Subclasses: Shadow Magic Sorcerer
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Shadow Sorcerer Quirks
At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

d6--Quirk
1-You are always icy cold to the
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touch.
2-When you are asleep, you don't appear to breathe (though you must still breathe to survive).
3-You barely bleed, even when badly injured.
4-Your heart beats once per minute. T
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his event sometimes surprises you.
5-You have trouble remembering that living creatures and corpses should be treated differently.
6-You blinked. Once. Last week.

Eyes of the Dark
Fro
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m 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer sp
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ells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the
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spell.

Strength of the Grave
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, y
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ou can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant d
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amage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Hound of Ill Omen
At 6th level, you gain the ability to ca
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ll forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 1
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20 feet of you. The hound uses the dire wolf’s statistics, with the following changes:

• The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.

• It
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appears with a number of temporary hit points equal to half your sorcerer level.
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• It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.

• At the start of its tur
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n, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice with
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in 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target.
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The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against
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any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk
At 14th level, you gain the abilit
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y to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim
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light or darkness.

Umbral Form
Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance t
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o all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn insid
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e an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.